ironbound:rules:activities:calm_a_foe
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Calm a Foe
You attempt to de-escalate a situation, using words, gestures, or posture to lower the temperature of an encounter. This activity is primarily used to shift the attitude of creatures currently at the Enraged or Hostile affinity levels. Roll+CHA. You suffer slight to this roll if you do not share a language with the creature, or if you have recently caused it or its allies harm.
- Complete Success: The target's affinity improves to Dislike. In addition, select one Good Thing from the list below.
- Success: The target's affinity improves by one level, to a maximum of Dislike.
- Partial Success: The target's affinity improves by one level, to a maximum of Dislike, but you have exposed a weakness or caused a social gaffe; select a Bad Thing from the list below.
- Failure: The target's affinity does not improve, and you may not attempt to Calm this Foe again for the remainder of the encounter.
- Complete Failure: The target's affinity worsens by one level (unless already Enraged). In addition, you must select a Bad Thing from the list below.
Good Things
- You also calm one additional adjacent creature who can see or hear you.
- The target is momentarily moved by your words; it becomes Open for one round.
Bad Things
- The target becomes suspicious of your motives; you suffer slight on further Charisma checks of any sort involving this creature until you complete a Long Rest.
- Your attempt was distracting; you lose the ability to spend Holds until the start of your next turn.
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